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#include "stdio.h"
#include "stdlib.h"
#include "types.h"
#include "util.h"
#include "Cable.h"
#include "Computer.h"
#include "Game.h"
#include "Network.h"
#include "OS.h"
#include "Spark.h"
#include "UI.h"
struct Cable {
int c1, c2; /* computers connected */
int x1, y1, x2, y2; /* endpoints of line representing cable */
int x, y; /* current location of spark */
float fx, fy; /* needed for line drawing */
int delay; /* how much time until spark leaves */
int active; /* is spark moving and from which end */
int index;
};
#define SWAP(x, y) do {int _t; _t = x; x = y; y = _t;} while(0)
static void
reverse(Cable *cable) {
SWAP(cable->c1, cable->c2);
SWAP(cable->x1, cable->x2);
SWAP(cable->y1, cable->y2);
}
void
Cable_setup(Cable **cablep) {
Cable *cable;
Computer *comp1, *comp2;
int cwidth, cheight;
cable = xalloc(sizeof *cable);
cable->c1 = RAND(0, Network_num_computers() - 1);
do {
cable->c2 = RAND(0, Network_num_computers() - 1);
} while (cable->c2 == cable->c1);
cable->active = 0;
cable->index = 0;
cable->delay = SPARK_DELAY(Game_level());
comp1 = Network_get_computer(cable->c1);
comp2 = Network_get_computer(cable->c2);
cwidth = Computer_width();
cheight = Computer_height();
cable->x1 = comp1->x + cwidth/3;
cable->x2 = comp2->x + cwidth/3;
cable->y1 = comp1->y + cheight/2;
cable->y2 = comp2->y + cheight/2;
*cablep = cable;
}
void
Cable_draw(Cable *cable) {
UI_draw_line(cable->x1, cable->y1, cable->x2, cable->y2);
if (cable->active) {
int rx = cable->x - Spark_width()/2;
int ry = cable->y - Spark_height()/2;
Spark_draw(rx, ry, cable->index);
}
}
void
Cable_update(Cable *cable) {
Computer *comp1, *comp2;
comp1 = Network_get_computer(cable->c1);
comp2 = Network_get_computer(cable->c2);
if (cable->active) {
if ((comp1->os == OS_WINGDOWS) == (comp2->os == OS_WINGDOWS))
cable->active = 0;
else if (comp1->os == OS_WINGDOWS || comp2->os == OS_WINGDOWS) {
int xdist, ydist;
float sx, sy;
if (comp2->os == OS_WINGDOWS)
reverse(cable);
xdist = cable->x2 - cable->x;
ydist = cable->y2 - cable->y;
sx = xdist >= 0 ? 1.0 : -1.0;
sy = ydist >= 0 ? 1.0 : -1.0;
xdist = abs(xdist);
ydist = abs(ydist);
if (xdist == 0 && ydist == 0) {
if (!comp2->busy) {
int counter;
if (comp2->os == OS_OFF)
counter = NETWORK_COUNTER_OFF;
else
counter = NETWORK_COUNTER_BASE;
Network_inc_counter(counter, -1);
Network_inc_counter(NETWORK_COUNTER_WIN,
1);
comp2->os = OS_WINGDOWS;
}
cable->active = 0;
}
else if (MAX(xdist, ydist) < SPARK_SPEED) {
cable->x = cable->x2;
cable->y = cable->y2;
}
else {
cable->fx+=(xdist*SPARK_SPEED*sx)/(xdist+ydist);
cable->fy+=(ydist*SPARK_SPEED*sy)/(xdist+ydist);
cable->x = (int)cable->fx;
cable->y = (int)cable->fy;
}
cable->index = 1 - cable->index;
}
}
else {
if ((comp1->os == OS_WINGDOWS) == (comp2->os == OS_WINGDOWS))
;
else if (comp1->os == OS_WINGDOWS || comp2->os == OS_WINGDOWS) {
cable->active = 1;
cable->delay = SPARK_DELAY(Game_level());
if (comp2->os == OS_WINGDOWS)
reverse(cable);
cable->x = cable->x1;
cable->fx = cable->x1;
cable->y = cable->y1;
cable->fy = cable->y1;
}
}
}
int
Cable_onspark(Cable *cable, int locx, int locy) {
if (!cable->active)
return 0;
return (abs(locx - cable->x) < Spark_width() &&
abs(locy - cable->y) < Spark_height());
}
void
Cable_reset(Cable *cable) {
cable->active = 0;
cable->delay = SPARK_DELAY(Game_level());
}
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